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Tasks and Development plan of R.O.K. Navy to support Korean government's 『Indo-Pacific Strategy』 (한국의 『인도-태평양 전략』 지원을 위한 해군의 역할·발전방안 고찰)

  • Ji, Young
    • Maritime Security
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    • v.6 no.1
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    • pp.83-107
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    • 2023
  • To Republic of Korea in the Indo-Pacific region, the stability and prosperity of the area are directly coupled with national survival, interest. Currently, on account of strategic competition between U.S.A, and China in this area as well as supranational·non-conventional threats, the security environment is unstable, required joint/allied responses. So, lots of states inside(U.S.A., Japan, ASEAN, etc.), also, out of this Indo-Pacific area like EU-NATO, open their own strategy related in Indo-Pacific issues to be involved. R.O.K. government took its own line with publishing self strategy following this international trend, it can be shown korean government's strong intend to join in the pending security issues in this region with 'strategic clarity'. Now, R.O.K. Navy has to back up governments, policy. First, R.O.K. Navy should strengthen the relationship inside and take part in the multilateral cooperation of security. Second, to convey this deterrence message to potential threats, Navy is required to show of forces and have combined exercises. Also, as naval forces of advanced countries, Korea, Navy should be taken action in non-traditional threats, and help developing states improve their sea power. To fulfill this tasks in the wide ocean area, Navy need five inherent characteristics(mobility, flexibility, sustainability, capability of presence and projection). In the end, this paper propose the development plan following operational environment (SWOT) analysis as well.

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Analysis of Traffic Flow Based on Autonomous Vehicles' Perception of Traffic Safety Signs in Urban Roads (도시부 도로 내 자율주행차량의 교통안전표지 정보 인지 시점에 따른 교통류 분석)

  • Jongho Kim;Hyeokjun Jang;Eum Han;Eunjeong Ko
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.5
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    • pp.148-162
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    • 2023
  • The objective of this study is to derive the appropriate perception location for changes in driving behavior of autonomous vehicles in urban road environments based on traffic safety signs. For this purpose, 32 types of signs that induce changes in driving behavior were selected from currently used traffic safety signs and classified as three types according to changes in driving behavior. Based on this, three scenarios were designed: stop, speed change, and lane change scenarios. These were used to confirm the impact on traffic flow. As a result of the analysis, it was found that each scenario needs to receive information on traffic safety signs in advance to ensure changes in traffic flow and safety. Consequently, the appropriate perception location can be used as a basis for establishing standards for delivering message sets to autonomous vehicles or revising traffic safety signs for them. In addition, this study is expected to contribute to the establishment of safe and efficient driving strategies on urban roads as autonomous vehicles are introduced in the future.

A Survey on Korean Medicine Treatment of Autonomic Dysfunction: Preliminary Research for Clinical Practice Guidelines (자율신경실조증 한의표준임상진료지침 개발을 위한 한의임상 실태조사)

  • Hui-Yeong Park;Geum-Ju Song;Hyun Woo Lee;Chan Park;Seok-In Yoon;Jung Hwan Park;Sun-Yong Chung;Jong Woo Kim
    • Journal of Oriental Neuropsychiatry
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    • v.34 no.4
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    • pp.335-347
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    • 2023
  • Objectives: The study aimed to understand the current treatment patterns in Korean medicine to develop clinical practice guidelines for autonomic dysfunction in Korean medicine. Methods: This study sent an online survey vai text message to 25,900 Korean medicine doctors whose contact information was registered with the Association of Korean Medicine. A total of 1,410 Korean medical doctors completed the online survey. Results: When autonomic treating dysfunction clinically, 77% of the cases included only a description without entering a diagnosis code. The most commonly used information to diagnose o autonomic dysfunction was history-taking and symptoms (79%), and the main symptoms of autonomic dysfunction were palpitations, dizziness, sleeping difficulties, anxiety/nervousness, and depression/lethargy. The most frequently mentioned cause of autonomic dysfunction was mental problems (54%). The most commonly used Korean medicine treatment method for autonomic dysfunction was herbal medicine (70%), and Soyo-san/Gamisoyo-san is the most frequently used herbal medicine preparation. Liver qi depression used to indicate the most often mentioned Korean medicine pattern identification used to indicate autonomic dysfunction (31%). When asked whether cardiac neurosis in Chinese medicine can be considered autonomic dysfunction, opinions for and against it are determined almost equally. Conclusions: Our results serve are a foundation for developing clinical practice guidelines for autonomic dysfunction in Korean medicine and are expected to catalyst promoting future clinical research on autonomic dysfunction.

Design and Performance Evaluation of Digital Twin Prototype Based on Biomass Plant (바이오매스 플랜트기반 디지털트윈 프로토타입 설계 및 성능 평가)

  • Chae-Young Lim;Chae-Eun Yeo;Seong-Yool Ahn;Myung-Ok Lee;Ho-Jin Sung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.935-940
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    • 2023
  • Digital-twin technology is emerging as an innovative solution for all industries, including manufacturing and production lines. Therefore, this paper optimizes all the energy used in a biomass plant based on unused resources. We will then implement a digital-twin prototype for biomass plants and evaluate its performance in order to improve the efficiency of plant operations. The proposed digital-twin prototype applies a standard communication platform between the framework and the gateway and is implemented to enable real-time collaboration. and, define the message sequence between the client server and the gateway. Therefore, an interface is implemented to enable communication with the host server. In order to verify the performance of the proposed prototype, we set up a virtual environment to collect data from the server and perform a data collection evaluation. As a result, it was confirmed that the proposed framework can contribute to energy optimization and improvement of operational efficiency when applied to biomass plants.

A study on the relationship between selective exposure, opinion change, and political participation in a digital news distribution environment (개인과 미디어의 선택성이 강화된 디지털 뉴스 유통 환경에서 선택적 노출과 의견변화, 정치참여의 관계 연구)

  • Jihee Shin;Seungchan Yang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.391-406
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    • 2024
  • The current distribution of digital news has the potential to produce politically biased information for users as a result of individual choices and media selection based on those choices. Consequently, this research explored the factors affecting individual news selection and the effects of opinion changes and political participation that can occur when news tailored to users' partisan preferences is recommended. The phenomenon of selective exposure has been shown to be stronger when individuals utilize more limited information processing, experience higher discussion efficacy among groups with similar political beliefs. Furthermore, When a selective exposure group was randomly provided with a one-way message news that matched their partisan leanings, it was found that opinion consolidation, opinion-reinforcing information processing, and online political participation. On the other hand, when they were randomly presented with two-way messaging news in which the media balanced two competing partisan positions, they were found to be more likely to understand the other side's views and arguments, and more willing to adjust their existing opinions. We are confirmed that the balanced use of various opinions is very important in deliberative democratic process.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

Extracting Beginning Boundaries for Efficient Management of Movie Storytelling Contents (스토리텔링 콘텐츠의 효과적인 관리를 위한 영화 스토리 발단부의 자동 경계 추출)

  • Park, Seung-Bo;You, Eun-Soon;Jung, Jason J.
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.279-292
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    • 2011
  • Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.

Pornographic Animation's Sexuality through Japanese Sex Culture (일본의 성문화를 통해 본 포르노그래피 애니메이션의 선정성)

  • Choi, Eun-Hye;Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.36
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    • pp.281-302
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    • 2014
  • Human beings have advanced to release instinctive desire. Among the human desires, sexual desire is classed as a basic desire with appetite and has been expressed in many ways from prehistoric times to present. Despite the social and ethical restriction, expression of sexual image has been evolved with change of time and medium's development. Thanks to inventing the photograph technique, Change of pornographic image has showed a dramatic aspect since early 20th century. The video which delivers message more directly than the picture boosted this change, and the animation has experimented the expression methods and techniques numerously exceeding the limit of realistic image which reappeared by the device. In this thesis, I want to discuss how human beings express sexual desire in animation based on society's sex culture, and analyzed Japanese pornographic animation as its obvious cases. Japanese pornographic animation should be interpreted as the result of culture and society system's history. Through Heian, Edo and early Meiji period, Japanese sex culture has been kept very openly and preposterously. Transformation, metamorphosis, pedophilia, tentacle sex and exposure of specific body parts that are frequently appear in Japanese animation can be interpreted by ancient Japanese open sex culture like Wakashu, polygamy, sleeping in mixed sex group and pederasty. These Japanese odd sex culture is hard to find elsewhere and settled as intrinsic sexual expression in Japanese animation. This situation was institutionally severed by European Modernization's force at the end of World War II in 20th century. However, it seems they have been keeping their influence in a proper form until now. In this study, I discussed that pornographic animation should be interpreted in a frame of cultural phenomenon by researching the series of procedure that ancient Japanese open sex culture has been changed by the system. Sexuality which is found in general Japanese animation was started from their history, and the dichotomous expression about women can be understood that it is bent by institutionally regulated sexual opinion. Japanese history and culture can be understood that it is transformed to the dichotomy that are simultaneously according freedom of eroticism to the pornographic animation, and the fear and irresistible temptation about the woman's body as the other.

An Investigation on the Periodical Transition of News related to North Korea using Text Mining (텍스트마이닝을 활용한 북한 관련 뉴스의 기간별 변화과정 고찰)

  • Park, Chul-Soo
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.63-88
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    • 2019
  • The goal of this paper is to investigate changes in North Korea's domestic and foreign policies through automated text analysis over North Korea represented in South Korean mass media. Based on that data, we then analyze the status of text mining research, using a text mining technique to find the topics, methods, and trends of text mining research. We also investigate the characteristics and method of analysis of the text mining techniques, confirmed by analysis of the data. In this study, R program was used to apply the text mining technique. R program is free software for statistical computing and graphics. Also, Text mining methods allow to highlight the most frequently used keywords in a paragraph of texts. One can create a word cloud, also referred as text cloud or tag cloud. This study proposes a procedure to find meaningful tendencies based on a combination of word cloud, and co-occurrence networks. This study aims to more objectively explore the images of North Korea represented in South Korean newspapers by quantitatively reviewing the patterns of language use related to North Korea from 2016. 11. 1 to 2019. 5. 23 newspaper big data. In this study, we divided into three periods considering recent inter - Korean relations. Before January 1, 2018, it was set as a Before Phase of Peace Building. From January 1, 2018 to February 24, 2019, we have set up a Peace Building Phase. The New Year's message of Kim Jong-un and the Olympics of Pyeong Chang formed an atmosphere of peace on the Korean peninsula. After the Hanoi Pease summit, the third period was the silence of the relationship between North Korea and the United States. Therefore, it was called Depression Phase of Peace Building. This study analyzes news articles related to North Korea of the Korea Press Foundation database(www.bigkinds.or.kr) through text mining, to investigate characteristics of the Kim Jong-un regime's South Korea policy and unification discourse. The main results of this study show that trends in the North Korean national policy agenda can be discovered based on clustering and visualization algorithms. In particular, it examines the changes in the international circumstances, domestic conflicts, the living conditions of North Korea, the South's Aid project for the North, the conflicts of the two Koreas, North Korean nuclear issue, and the North Korean refugee problem through the co-occurrence word analysis. It also offers an analysis of South Korean mentality toward North Korea in terms of the semantic prosody. In the Before Phase of Peace Building, the results of the analysis showed the order of 'Missiles', 'North Korea Nuclear', 'Diplomacy', 'Unification', and ' South-North Korean'. The results of Peace Building Phase are extracted the order of 'Panmunjom', 'Unification', 'North Korea Nuclear', 'Diplomacy', and 'Military'. The results of Depression Phase of Peace Building derived the order of 'North Korea Nuclear', 'North and South Korea', 'Missile', 'State Department', and 'International'. There are 16 words adopted in all three periods. The order is as follows: 'missile', 'North Korea Nuclear', 'Diplomacy', 'Unification', 'North and South Korea', 'Military', 'Kaesong Industrial Complex', 'Defense', 'Sanctions', 'Denuclearization', 'Peace', 'Exchange and Cooperation', and 'South Korea'. We expect that the results of this study will contribute to analyze the trends of news content of North Korea associated with North Korea's provocations. And future research on North Korean trends will be conducted based on the results of this study. We will continue to study the model development for North Korea risk measurement that can anticipate and respond to North Korea's behavior in advance. We expect that the text mining analysis method and the scientific data analysis technique will be applied to North Korea and unification research field. Through these academic studies, I hope to see a lot of studies that make important contributions to the nation.